nitePhyyre wrote:I play a lot of god-mode games, like 4X, rts, civilzation type games. In the majority of games political systems are nothing more than a checkbox that gives you +x to y stat and -i to j stat. Are there any games along these lines that have a deeper/more realistic/more involved/better system than this?
If you don't know of any games like that, how would you design one?
It appears that one of your beefs is that government is a choice made by you, the player. Some games do address this somewhat. For example, in GalCiv2, there are several parties of government. You (the space dictator, I guess?) get to back one party or another, but the final choice of which party is in power is made by the "people" (different parties get votes based on how various factors of your civ and the universe at large are doing). If your party wins, yay! You get nice bonuses for controlling the legislative branch, which differ based on the party. If they lose, you get minuses for a while (or maybe just no/smaller bonuses? I forget). The Galactic Senate or whatever is actually half-interesting, too - it really is useful to vote against "good" things if you wouldn't benefit from them, just to hurt another civilization (frex, if you haven't researched much in trade, voting to allow extra trade routes is just giving the trade-happy civs free money).
I've given some thought to a 4x game where your manual control over production is literally the State controlling production. As such, depending on your government type, you only actually control a variable fraction of your city/world's production, with the rest of the production determined by the "free market". Further, the free market is more efficient than you, so it gets production bonuses. Using very free governments gives you a much higher total production, but you have much less control over where it goes - the city may decide it wants to build new entertainment structures instead of tanks, while you're trying to gear up for a war. It's then a metagame to try and influence the market to do what you want. Or you can just nationalize everything and control it directly, if you're willing to accept the loss of the market's production bonus.
On a separate thread, I enjoy games where the political choice has noticeable effects, rather than just being a boring stat bonus. For example, in Alpha Centauri the government choices are all stat bonuses, but the stats *matter* - having a high Planet score, for example, meant it was very effective for you to go "farm" your military by capturing mindworms, which is a lot different than building units yourself. Another example of this is the Civ4 mod "Fall From Heaven 2", where the politics and religion you choose has a pretty huge effect on the way the game is played. Going Ashen Veil means you get demons and start corrupting the land, going Council of Esus means you're probably going to play a sneaky game with invisible and "neutral" troops galore. Choosing Fellowship of Leaves for religion and Guardian of Nature for Economy means you're going to want dense forests everywhere.